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Trying to commit basic character animations. - Don

This commit is contained in:
thedonaldloughry 2016-01-31 16:28:44 -05:00
parent d41f170590
commit 4cc830b6c0
87 changed files with 4133 additions and 2 deletions

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@ -96,7 +96,22 @@ public class CharacterMovement : MonoBehaviour {
else else
changeBox = true; changeBox = true;
} }
if (Input.GetKeyDown(KeyCode.U))
{
print("Got escape");
if (!GameManager.isPaused)
{
GameManager.gManager.Pause();
GameManager.isPaused = true;
}
else
{
GameManager.gManager.UnPause();
GameManager.isPaused = false;
}
}
} }
public void powerTransfer() public void powerTransfer()

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@ -20,6 +20,7 @@ namespace UnityStandardAssets._2D
private Animator m_Anim; // Reference to the player's animator component. private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D; private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing. private bool m_FacingRight = true; // For determining which way the player is currently facing.
public float health;
@ -28,8 +29,9 @@ namespace UnityStandardAssets._2D
// Setting up references. // Setting up references.
m_GroundCheck = transform.Find("GroundCheck"); m_GroundCheck = transform.Find("GroundCheck");
m_CeilingCheck = transform.Find("CeilingCheck"); m_CeilingCheck = transform.Find("CeilingCheck");
m_Anim = GetComponent<Animator>(); m_Anim = transform.Find("CharacterSprite").gameObject.GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>(); m_Rigidbody2D = GetComponent<Rigidbody2D>();
health = 100.0f;
} }

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@ -17,6 +17,7 @@ public class GameManager : MonoBehaviour
public static GameState gState; public static GameState gState;
public Dictionary<GameState, string> levelDictionary; public Dictionary<GameState, string> levelDictionary;
public static bool isPaused;
private GameObject[] tagged_objects; private GameObject[] tagged_objects;
private ISceneObject[] scene_objects; private ISceneObject[] scene_objects;
@ -26,6 +27,7 @@ public class GameManager : MonoBehaviour
{ {
if (gManager == this) if (gManager == this)
{ {
isPaused = false;
iManager = new InputManager(0.1f, 0.2f); // It could be helpful, I guess. iManager = new InputManager(0.1f, 0.2f); // It could be helpful, I guess.
tagged_objects = GameObject.FindGameObjectsWithTag("Scene_Object"); tagged_objects = GameObject.FindGameObjectsWithTag("Scene_Object");
scene_objects = new ISceneObject[tagged_objects.Length]; scene_objects = new ISceneObject[tagged_objects.Length];
@ -45,6 +47,10 @@ public class GameManager : MonoBehaviour
{ GameState.TLEVELTWO, "GMLevel2" } }; { GameState.TLEVELTWO, "GMLevel2" } };
// This will break on regular levels, handle regular levels separately. // This will break on regular levels, handle regular levels separately.
GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == _testLevelPrefix + SceneManager.GetActiveScene().name).Key; GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == _testLevelPrefix + SceneManager.GetActiveScene().name).Key;
if(GameManager.m_Camera != null)
{
transform.Find("PauseScreen").gameObject.GetComponent<Canvas>().worldCamera = GameManager.m_Camera;
}
} }
} }
@ -66,6 +72,29 @@ public class GameManager : MonoBehaviour
yield break; yield break;
} }
public void Pause()
{
if(Time.timeScale != 0.0f)
{
Time.timeScale = 0.0f;
}
transform.Find("PauseScreen").gameObject.SetActive(true);
}
public void UnPause()
{
if (Time.timeScale == 0.0f)
{
Time.timeScale = 1.0f;
}
transform.Find("PauseScreen").gameObject.SetActive(false);
}
public void Quit()
{
Application.Quit();
}
/// <summary> /// <summary>
/// Update all scene objects in one update loop. /// Update all scene objects in one update loop.
/// </summary> /// </summary>
@ -85,5 +114,12 @@ public class GameManager : MonoBehaviour
if (GameManager.m_Camera == null) if (GameManager.m_Camera == null)
throw new Exception("We did not assign a main camera."); throw new Exception("We did not assign a main camera.");
// It can be the case that there is no character in the scene (i.e. main menu) so we won't check for that. // It can be the case that there is no character in the scene (i.e. main menu) so we won't check for that.
if(GameManager.m_Character != null)
{
// Loosely stick us to the player in the event that a player exists.
print(GameManager.m_Character.transform.position);
transform.position = GameManager.m_Character.transform.position;
}
} }
} }